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#4378048 - 09/06/17 07:09 AM SH4 new mod, FOTRSU  
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I just checked out Subsim for the first time in a long while and saw where the new supermod Fall of the Rising Sun Ultimate was being developed. I downloaded it and have been tinkering around. So far, I really like what I see. I am curious...have any of you tried this and, if so, what are your thoughts on it?


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
Inline advert (2nd and 3rd post)

#4378106 - 09/06/17 03:18 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Hey there, how's things mate? Haven't tried it but have been following it at Subsim as well.

What's your take? What do you like about it? What stands out?


No, now go away or I shall taunt you a second time!
#4378112 - 09/06/17 04:02 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4378115 - 09/06/17 04:21 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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I'm just re-visiting SH4 and am currently playing the Real Fleet Boat mod but I did notice this in the Subsim download section. I'd be interested in your thoughts on it although to be honest I'll probably grab it and try it out soon anyway.

*Edit* Just tried it and I'm getting an error as the game loads. Not sure what the problem is at the moment.I'll look into it later. I'm running the Steam version with the Wolves of the Pacific add-on.

Last edited by Chucky; 09/06/17 04:48 PM.

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#4378150 - 09/06/17 07:21 PM Re: SH4 new mod, FOTRSU [Re: Chucky]  
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Originally Posted by DBond
Hey there, how's things mate? Haven't tried it but have been following it at Subsim as well.

What's your take? What do you like about it? What stands out?


Hey, DBond. When I first started messing with this mod I thought of you. I think you will like it.

My take: I have had it for one day and have already logged about 9 hrs in game. It is a Beta, so i expected it to be rough around the edges, but my impression is that it is very polished. I am nearly finished reading "Clear the Bridge!" By RAdm Richard O'Kane, so the tactics and experiences of his first 4 patrols in Tang are fresh in my mind. I have played RFB 2.0 with RSRDC exclusively since first modding SH4. I would recommend this mod.

What I like: There are many more ship types in the game. The world feels more alive. In my short patrol thus far, off Truk in 1943, I have encountered a variety of vessels. Encountered one Australian merchant while in transit. Have seen many sampans and fishing boats. The harbors are patrolled and defended, and seem to have more lifelike activity in general. For example, as I departed the pier at Pearl, I passed subs tied up to a tender, a hospital ship coming into port, another ship leaving, and many others docked within.

What stands out: The visuals and sounds. The first thing I noticed were the visual enhancements, which are really quite striking. The sounds have also been reworked with a lot more ambient noise, ocean sounds, people sounds, and crewmen giving commands, when diving, for example.

Originally Posted by Chucky
I'm just re-visiting SH4 and am currently playing the Real Fleet Boat mod but I did notice this in the Subsim download section. I'd be interested in your thoughts on it although to be honest I'll probably grab it and try it out soon anyway.

*Edit* Just tried it and I'm getting an error as the game loads. Not sure what the problem is at the moment.I'll look into it later. I'm running the Steam version with the Wolves of the Pacific add-on.


I have no complaints so far. I am using the same version as you are. All I did was use JSGME to remove all activated mods, then activated FOTRSU and it worked the first time.

Last edited by VMIalpha454; 09/06/17 07:23 PM.

"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4378154 - 09/06/17 07:37 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Thanks man. I'd like to fire some of those awesome torpedoes, yes indeed. It's interesting to think of the campaign in reverse. I'll have to give this a go.

What boat ya skipperin'?


No, now go away or I shall taunt you a second time!
#4378177 - 09/06/17 09:21 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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@ VMIalpha45 That's what I did. In the FOTRS zip were 4 mod folders,I added them all. I then tried only adding the main one but still no joy. Maybe the download was corrupt,the error message said something about a missing menu ID.


EV's are the Devils matchbox.
#4378207 - 09/07/17 12:20 AM Re: SH4 new mod, FOTRSU [Re: Chucky]  
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Originally Posted by DBond
Thanks man. I'd like to fire some of those awesome torpedoes, yes indeed. It's interesting to think of the campaign in reverse. I'll have to give this a go.

What boat ya skipperin'?


I've got USS Tunny (SS 282) this time around. The Gato model looks superb, in my estimation. There seem to be a lot of added details and I love the look of the Measure 32 paint scheme. I have not seen any of the other subs yet, aside from the four older boats tied up around the tender at Pearl.

I haven't encountered it yet, but they apparently introduced Japanese submarines as adversaries as well. And the campaign is supposed to be dynamic IIRC.

My only real action so far has been just off Truk Lagoon, I had staked out the western approach and caught a Japanese task force as it entered the lagoon. Fired all six bow tubes from around 2000 yds for four hits, one dud, and one miss. Three hits were on a Tone class CA, one hit on a Taiyo class CVL, and I suspect that is where the dud was as well. The cruiser sank. The explosions have been reworked and it was quite a sight to behold. Bright explosions and fire rocked her, followed by secondary explosions as well. I didn't linger, though, because the escorts were swarming like hornets. I dived deep and got out of there, haha.

Using the stadimeter has taken some getting used to but I like it, and based on what I have read it seems to be the way they really did it, so that's fine by me.

Originally Posted by Chucky
@ VMIalpha45 That's what I did. In the FOTRS zip were 4 mod folders,I added them all. I then tried only adding the main one but still no joy. Maybe the download was corrupt,the error message said something about a missing menu ID.


When I unzipped the compressed folder it created one folder in my downloads, and I copied and pasted that one folder into the MODS folder within SH4. My download was approximately 1GB. I hope you are able to get it sorted. You'll have to let us know what you think!


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4378270 - 09/07/17 08:42 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Still no joy. I removed all mods.Verified files via Steam. Re-downloaded the FOTRS mod.

In the zip are 4 folders...

FOTRS V2.0 (the main mod)

FOTRS16zu9Format (Widescreen mod?)

FOTRS_Real_Periscope (self explanatory)

Real Environment FOTRS V2.0_byKriller (self explanatory)

The intros play but at the loading screen when it gets to the end of the loading bar I get the 'Missing menu ID' error.

Not sure what else I can do to be honest.

*UPDATE* Decided to try it on my gaming laptop.Same result.I give up frown

Last edited by Chucky; 09/07/17 09:38 AM.

EV's are the Devils matchbox.
#4378339 - 09/07/17 02:03 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Originally Posted by VMIalpha454


I've got USS Tunny (SS 282) this time around.


Thanks, and I feel dumb, as I thought this was the one with Japanese boats.

Chucky, I don't know if this is your issue, but worth a look. The thing I find causes most problems with JSGME installs of mods is the file structure of the download. For example I sometimes see the extracted data as something like Data/Data/Mod name

That additional 'Data' layer causes the mod not to install correctly. It's been a while so I don't recall how they are named, but hopefully you get the gist.

Last edited by DBond; 09/07/17 02:06 PM.

No, now go away or I shall taunt you a second time!
#4378349 - 09/07/17 03:11 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Thanks DBond,I just checked the file structure and it looks good,at least no different to the Real Fleet Boat mod and that works fine. This is a bit of a mystery. I may have to ask over on SubSim.


EV's are the Devils matchbox.
#4378369 - 09/07/17 04:46 PM Re: SH4 new mod, FOTRSU [Re: Chucky]  
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Originally Posted by Chucky
Still no joy. I removed all mods.Verified files via Steam. Re-downloaded the FOTRS mod.

In the zip are 4 folders...

FOTRS V2.0 (the main mod)

FOTRS16zu9Format (Widescreen mod?)

FOTRS_Real_Periscope (self explanatory)

Real Environment FOTRS V2.0_byKriller (self explanatory)

The intros play but at the loading screen when it gets to the end of the loading bar I get the 'Missing menu ID' error.

Not sure what else I can do to be honest.

*UPDATE* Decided to try it on my gaming laptop.Same result.I give up frown


The file I downloaded was called "100_FalloftheRisingSun_Ultimate_v0.63_PublicBeta_EN" and when unzipped it only contained three folders (Data, Extras, and Support), a readme, and two reference charts. Perhaps you downloaded the old FOTRS mod by mistake?


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4378393 - 09/07/17 06:51 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Originally Posted by VMIalpha454


The file I downloaded was called "100_FalloftheRisingSun_Ultimate_v0.63_PublicBeta_EN" and when unzipped it only contained three folders (Data, Extras, and Support), a readme, and two reference charts. Perhaps you downloaded the old FOTRS mod by mistake?


Wow! Thanks VMalpha,that seemed to do the trick. I noticed that the one I was trying to use wasn't the 'Ultimate' version. I just picked the wrong version,I fully lay the blame on my advancing years old_simmer

Thanks again for your perseverance guys smile

Last edited by Chucky; 09/07/17 06:52 PM.

EV's are the Devils matchbox.
#4378455 - 09/07/17 11:02 PM Re: SH4 new mod, FOTRSU [Re: Chucky]  
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You're welcome, Chucky. I am glad you got it sorted. You'll have to let us know what you think of it when you get a chance!


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4378535 - 09/08/17 05:16 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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I've had a couple of crashes (SH4.exe is not responding or similar) and I'm running Win 10. Anyone else seeing this? I'm trying compatibility mode (Win 7) to see if it stops,although I guess I should try Vista considering the age of the game.

Also,is there a mod that removes that damned annoying hull creak? I don't mind if I'm diving deep but at periscope depth?? I'm positive I saw a mod on Subsim for this but now I can't find it.

*edit* I just found the sound mod,unfortunately it was for SH5.

Last edited by Chucky; 09/08/17 05:39 PM.

EV's are the Devils matchbox.
#4378537 - 09/08/17 05:33 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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I switched to Win 10 in January, and sadly have yet to do any subbin'. However when I did (on Win 7), I found it essential to run a fix to increase the memory usage of SH4 when running any mods (RFB, TMO, Monsun, etc)

I do not know if this works with Win 10 yet, but it's wort a shot.

http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml

At first glance it looks more complicated than it is. Without this fix I would crash alot, especially near ports and when transitioning from in the sub to the bridge. It was certainly a memory issue.


No, now go away or I shall taunt you a second time!
#4378555 - 09/08/17 07:29 PM Re: SH4 new mod, FOTRSU [Re: Chucky]  
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Try the large address aware fix. There is a file explaining it within the Support folder. That's what DBond is referring to as well. I experienced a lot of crashes yesterday while in TC or near ports and wasn't able to end my patrol due to it. After applying this fix, the problem went away. I am using Win 10 and steam version of the game. I had to go online to the site referenced in the Support folder and download the application in order to apply the fix, and it took maybe five minutes. Good luck.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4378559 - 09/08/17 07:51 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Ok,I've done that. Fingers crossed!

*update* I've made it through 2 sessions so far!

Last edited by Chucky; 09/09/17 08:11 AM.

EV's are the Devils matchbox.
#4378756 - 09/09/17 08:24 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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What are your impressions of the mod so far, Chucky?


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4378863 - 09/10/17 06:20 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Can anyone give a summary of the differences between this and TMO (or, for that matter, RFB)?

#4379438 - 09/13/17 07:24 PM Re: SH4 new mod, FOTRSU [Re: Nimits]  
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Originally Posted by Nimits
Can anyone give a summary of the differences between this and TMO (or, for that matter, RFB)?


Hi, Nimits. I looked around for anything I could find to answer your question simply. I am not aware of anything that summarizes the differences between these supermods. The best I can say is that FOTRS appears to have been originally based on TMO, then the guys at Aces of the Deep, and MadMax in particular, did a lot of modding to bring it in line with their vision. The modders who have made the Ultimate version of FOTRS compiled as much of the original mod as possible and brought it into compatibility with the most recent version of SH4. They have also incorporated mods from other modders and worked out a lot of kinks. You can read more about the development of the mod here:
Subsim FOTRSU mods workshop


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4380176 - 09/18/17 11:24 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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I thought I would post an update for those interested. At this point in my first career in Fall of the Rising Sun Ultimate I feel that I can provide some better insights.

1) This mod is not very buggy.

That said, I have still experienced several CTD's, so periodic saving should be your SOP. Almost all of my CTD's have occurred while in TC and near a base. I tend to think running in too high TC when approaching a base with a lot of contacts is the reason. For me, I save after every time I send a contact report, and I send a contact report when crossing the 1000 mile boundary on and off station, after each contact, and when crossing the 1000 mile boundary to my home port. I figure that is a good system since it appears to be when the sub commanders sent reports in real life, and I don't lose much if I do run into a problem.

I have only seen a handful of gameplay bugs. One was some screwy maneuvering of some enemy ships after I had sunk the "leader" ship of the convoy. The other incident was a British warship at Pearl Harbor. She steamed past me as I was departing, but suddenly went back emergency and ran straight into a merchant tied up at the pier. She ended up wedging herself between the merchant and the pier so badly that she blew up and sank. Odd.

2) There are many many more ship types than stock.

The ship models are well done and distinct enough that you can identify them fairly easily. I have found it is easier than trying to ID the stock ships. I suppose it is the added detail.

3) There are more contacts and a more lively world than RFB, which is the only mod I can personally compare it with.

I have had no problem making contact with the enemy in any of the five war patrols I have undertaken. What's more, the contacts come in the logical places. I use a map of Japanese shipping routes to plan my actions and I find ships in the places I would expect them. There have been lean times in my experience as well, which led me to get creative to find the enemy.

4) There are too many large ship contacts.

I have racked up some impressive tonnage totals over the course of my patrols. On the whole, the ship types encountered have been on the larger side. It is not realistic, but it is fun. I quickly outpaced the real life skippers due to this phenomenon, but I wouldn't think of it as a dealbreaker because it is really exciting and enjoyable. That said, if those types of contacts were a tad more rare I wouldn't be disappointed.

5) Awards are screwy.

For the tonnage I sink I would think there would be higher awards given. I have had patrols where I sank seven ships for a tonnage total of 50,000+ and been awarded the Navy Commendation Medal. Kind of ridiculous and, since it affects the number and quality of awards and promotions granted to your crew, it actually does affect your gameplay in a small way.

6) Be careful with your radar.

The enemy has the capability to detect your radar and will send aircraft and surface ships to investigate. Sometimes, though, it seems a little too overdone. Still, this is a cool feature that makes you play more carefully.

7) Patrol orders are more realistic.

The missions you are sent on are more realistic than stock or RFB. The map is more detailed with additional features labeled, even including patrol areas. The ships that you can be given command of are more varied based on my experience. My first boat was Tunny, a Gato class boat. After a few successful patrols I was given the option to take command of a brand new Balao class boat, USS Cabrilla. My entire crew was transferred to the new boat, which was nice since I had been developing them over the course of several patrols.

8) Ships sink more realistically.

Compared to RFB, the ships seem to sink more realistically. I always felt that RFB ships sank too slowly. I have encountered situations in FotRSU where a ship sunk slowly or not at all after taking a certain amount of damage, but after catastrophic damage the ships sink pretty quickly. I have even seen ships break in two. The explosions seem very violent and I have gotten the impression sometimes that perhaps the ship's cargo had something to do with the amount of damage inflicted. (That is something I am unsure of.)

9) The visuals are stunning.

It really needs no explanation. I'll just say that the visuals alone make this mod worth trying.

10) Overall conclusion.

This is the most fun I have had in SH4 to date, and I would highly recommend giving Fall of the Rising Sun Ultimate a shot to anyone who enjoys playing submarine sims.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4380180 - 09/18/17 11:53 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Thanks for the great review VMIalpha454!


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4380285 - 09/19/17 05:13 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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I need help again guys frown

I'm not sure what's going on here. I've been playing FOTRSU over the last few weeks (thanks VMlalpha for summing it up,not my strong point). I decided to go back to RFB.I removed FOTRSU via JSGME and added the RFB mod and patch. This was working fine btw before I tried FOTRSU.

The game loads and I can select a mission but upon loading I get this error message 'File not found' data/menu/gui/RecManual/CovFlagRedCross.dds. I then removed the RFB mod and got Steam to validate files (it wanted to re-download over 400).Is this normal? I thought JSGME took care of this? Anyway,after the file validation I still get the error message in the vanilla game. This is weird and I don't feel like fighting it for much longer.

I decided to activate FOTRSU again but now I get a different error message screwy

I think I need to delete the Steam installation and start again.Maybe some sort of bug between JSGME and FOTRSU?. Once I re-install SH4 I'm going to back-up the game folder first.

*Update* I relented and did a clean SH4/U-Boat DLC install,activated RFB (remembering to use the edited SH4.exe) and all is well.I'm not sure I want to activate FOTRSU again though...

Last edited by Chucky; 09/19/17 06:22 PM.

EV's are the Devils matchbox.
#4380301 - 09/19/17 06:20 PM Re: SH4 new mod, FOTRSU [Re: Chucky]  
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I would just uninstall the game and delete the saved game files, re-download from Steam and install the fresh stock game. There seems to be some difficulty when running mods in SH4. As I understand it, from time to time a modified file or several can be missed by JSGME and it basically breaks the game. I am not an expert on this topic by any means, but I am pretty sure that is why there is all the discussion about running Multi SH4. (there is a readme about Multi SH4 in the FOTRSU files). I gleaned this info from reading the dev thread for this mod on Subsim. I hope it works for you and you can get back in the game.

I am curious. What were your thoughts about the mod and what led to your decision to return to RFB?


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4380302 - 09/19/17 06:23 PM Re: SH4 new mod, FOTRSU [Re: F4UDash4]  
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VMIalpha454 Offline
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Originally Posted by F4UDash4
Thanks for the great review VMIalpha454!



cheers You're welcome.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4380303 - 09/19/17 06:31 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Thx VMlAlpha,I edited my last post just as you posted yours.

There was no real reason to go back to RFB. I was enjoying FOTRSU but I decided I wanted to switch between the 2 when everything broke. I'll check out the readme about multi SH4 mod installs before I activate FOTRSU again.

Last edited by Chucky; 09/19/17 06:33 PM.

EV's are the Devils matchbox.
#4385024 - 10/15/17 01:22 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Just wanted to post an update to my insights for this mod. It is vitally important to clear your saved game folder before installing FOTRSU. If you don't, it seems to cause some wonky behavior. I did a fresh install, having deleted the saved game folder, and I have not seen any strange behavior since.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4385041 - 10/15/17 07:25 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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MEXiCO D.F.
If that is the issue in your case
then you have obviously been missing
what MultiSH3/MultiSH4/MultiSH5 are written and meant for.

#4385734 - 10/19/17 01:49 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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FOTRS is the reason I reinstalled the game and it's terrific. Best graphics of any mod for SH4 yet, in my opinion. I kept hoping that some modder would bring SH4 up to the graphical standards of SH5 and I think this is as close as it's gonna get. It even includes the Aleutian missions which I enjoyed. Good job.


"From our orbital vantage point, we observe an earth without borders, full of peace, beauty and magnificence, and we pray that humanity as a whole can imagine a borderless world as we see it, and strive to live as one in peace."
Astronaut William C. McCool RIP, January 29, 2003 - Space Shuttle Columbia

#4385743 - 10/19/17 05:50 AM Re: SH4 new mod, FOTRSU [Re: Pooch]  
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Originally Posted by Pooch
Best graphics of any mod for SH4 yet, in my opinion. I kept hoping that some modder would bring SH4 up to the graphical standards of SH5 and I think this is as close as it's gonna get.


I agree. It really is quite stunning.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4401063 - 01/20/18 04:07 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Installed FOTRSU last night on a new, fresh install of SH4 patched to the latest plus the u-Boat addon. I only played around with it a short time and I can't figure out how to get the "free camera" to work. Any ideas?


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4401161 - 01/21/18 04:13 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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You are supposed to be able to move by using the arrow keys and look using the mouse. Are those the controls you are using? If you are and it isn't working I am not sure what the problem would be. All of the issues I have encountered in FOTRSU have come from either what the modders refer to as "Mod Soup" or from failing to delete the saved games folder, if it has any contents, before installing the mod.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4401167 - 01/21/18 05:39 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Originally Posted by VMIalpha454
You are supposed to be able to move by using the arrow keys and look using the mouse. Are those the controls you are using? If you are and it isn't working I am not sure what the problem would be. All of the issues I have encountered in FOTRSU have come from either what the modders refer to as "Mod Soup" or from failing to delete the saved games folder, if it has any contents, before installing the mod.



My problem is I cannot get to an external camera of any kind. And yes I do have external cameras allowed in options.


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4401423 - 01/22/18 10:37 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Hmm. For mine, I have to go to the icons along the bottom of the screen, to the one that looks like an old movie camera. Should be the second one on the right. Then select the next icon that looks like a movie camera as well, first on the left. Navigate the external camera the same way as the internal free camera.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4401424 - 01/22/18 10:49 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Originally Posted by VMIalpha454
Hmm. For mine, I have to go to the icons along the bottom of the screen, to the one that looks like an old movie camera. Should be the second one on the right. Then select the next icon that looks like a movie camera as well, first on the left. Navigate the external camera the same way as the internal free camera.



I know. I did that. It doesn't work.

Having a PC issue now, had to revert to a restore point that screwed up my SH4 install so I am going to have to reinstall it.


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4401468 - 01/23/18 12:09 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Oh, I see. Well, I hope you get it sorted. I’ll help, if need be, in any way that I can. I’m excited to hear what you think once you are able to take the mod through its paces.


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4401584 - 01/23/18 09:05 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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OK, got it fixed. Seems I needed to re-set the game options in via the "office radio" before beginning a campaign.


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4414768 - 04/04/18 10:52 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Thanks for the great review...

Hold on to your hats, there is a lot more to come.


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100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_EN
A new adventure begins.
#4415110 - 04/07/18 12:24 AM Re: SH4 new mod, FOTRSU [Re: s7rikeback]  
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Originally Posted by s7rikeback
Thanks for the great review...

Hold on to your hats, there is a lot more to come.


You're most welcome! I can't wait to try out the new version, s7rikeback. Any chance you could give a hint when it will be released?


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4415524 - 04/09/18 07:43 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Another Beta is due soon, we are still chasing priority fixes with duplicate ID's / sensors / campaign files.


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100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_EN
A new adventure begins.
#4416411 - 04/15/18 08:19 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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Update - Internal development build only...

All, we are still actively tracking down CTD's, and now ironed out 99% of duplicate ID's in-game.

Beta version, is very nearly ready...


April 13, 2018

This is a cumulative revision for our v0.63 Fotrs Ultimate. It adds many new additions and tweaks to the original Beta mod.

=======================
=======================

I would like to give credit to the many creators that have given permission when asked, to use their ideas/files/models for the next Ultimate Beta version:

ZUIKAKU1944
noshiro
Sergbuto
JU_88
Jeff Groves (Privateer)
Keltos01
AOTD_MadMax
DarkFish
Hitman

Their efforts in creating models, or ideas, that became the bases for our work is without question the reason the Fotrs Ultimate Beta has reach the point that it has. WE THANK YOU!!

========================
========================

What needs to be removed from the Fotrs Ultimate v0.63......

Before going further, FOTRS Ultimate will need to have three ship units removed from the Data/Submarine folder:

"AI_Fleetboat"............. ClassName=AIFleetboat
"NSS_AI_Uboat9d2"... ClassName=AITypeIXD2
"NSS_Uboat9".............. ClassName=German Uboat

These units are replaced with the present AI_Subs and should not be used. Any reference to them in mission files should be eliminated. These ships are not Stock game units, and need to be removed from the Ultimate mod. The three units have additional files in the “Data/Roster/American (German)/Submarine” folders:

AIFleetboat.cfg
AITypeIXD2.cfg
German Sub.cfg

These three need to be eliminated too.

Additional files have been discovered to either be duplicates (found in two different folders) or are not necessary within the Data/Library folder:

guns.dat
guns.sim
guns.zon
guns_HMS.dat
guns_HMS.sim
guns_HMS.zon
guns_shiprocket.dat
guns_shiprocket.sim
guns_shiprocket.zon
guns_UK.dat
guns_UK.sim
guns_UK.zon
gunsNagato.dat
gunsNagato.sim
gunsNagato.zon

These all need to be deleted before releasing our next version. As I have it now, these files are “eliminated” with the JSGME “-remove” flag from the "Library" folder. Letting it perform its function will remove the above files from Ultimate v0.63, but they will need to be permanently deleted before finalization. There may be other files yet to be found that also need deletion before we finish this next version. I'm using the -remove feature to still have these files available for us to read when the 09_Cumulative Fix is deactivated.

**** Note**** This gunNagato.xxx group in the "Library" folder is the group originally found in the "ShipParts" folder. I've switch them with the duplicated group that produces the better gun graphics....the group remaining in the ShipParts folder is dated 2008, the better file to keep.******

========================


This cumulative mod contains the following:

1. "Ultimatev0.63 Carrier_Plane Fix v0.7 Akitsu Gunz" from s7rikeback (see his README).

2. "Shinshu Maru Class Japan Transport Ship Mod" and the Daihatsu Landing Craft boats from ZUIKAKU1944. Also his NCL_Katori, and AFS_E13A_Jake Floatplane.

3. The NCL_Isuzu (Nagara) from noshiro.

4. AI Subs with Torpedoes, 9 Japanese subs whose original models came from keltos, one American Fleetboat, one German U-boat. All are considered to be “Surface Craft”, they will not submerge. More on the AI Torpedoes in #9.

5. Added two new American subs for "static" display (no visible crew/no guns to fire) for use in Harbor setups. The "AI_Fleetboat_Static" a Tambor class; and the "AI_Pigboat_Static" an S-Class boat.

6. Made new Recognition Manual pictures for the AI_Subs, and a few of the other ship units.

7. The changes made to the ship "Type" to allow for plane spawning from specific ships (see the following list), over 41 in all.

8. Changes made to the AirStrike and Sim .cfg files to have better plane activity, and to control the AA/Cannon "Range" of fire. The AA Gun "Range" change is necessary to have the AI Sub Torpedo fire correctly.

9. Correction to the Flotillas.upc file in section [Flotilla 2.Base 3], changed "AvailabilityInterval=1942-02-29" to "AvailabilityInterval=1942-02-28".

10. Updated the Data/Roster/Names.cfg file to include the newly added ship units, and renamed the following:
* Type17=Submarine
* Type18=Light Warship with Scout Planes
* Type19=Heavy Warship with Scout Planes

These new "descriptions" will be displayed in the RM under "Class:".

11. Added AI Torpedoes to 82 of the warships of different nationalities that had them as weapons. They will fire at various intervals once a target has reached the range of 1400 yards. Each ship “class” will have varying numbers of torpedoes:

* Japanese Submarines will have a total of 24 torpedoes Bow facing
* Japanese Midget Sub will have a total of 4 Bow facing
* American and German subs will have 24 torpedoes per Bow; the same to the Stern.
* PT Boat and Schnellboat will have 8 total; 4 firing to Port, 4 firing to Starboard
* Specific Heavy Cruisers, Light Cruisers, Destroyers will have a total of 17 torpedoes per side

Due to the fact that the torpedo is unable to “lead” a target, a higher number of torpedoes were required to provide a better sense of accuracy in some situations.

12. The Hatsuharu DD has been changed to be more accurately displayed, following a Shiratsuyu class model. The Shiratsuyu has been modified to use only one "Loadout" model, to appear slightly different than the Hatsuharu.

13. Changes made to the "Air" folder include the addition of the Aichi E13A Jake Floatplane. Reworked the equipment files for the IL2 Sturmovik Fighter Bomber, B24 Model H Heavy Bomber, B24 Model C Liberator to better have these planes carry weapons...as well as the Jake Floatplane.

14. The Sensor file (.sns) was reworked for many of the units (Ship/Plane) per s7rikeback's corrections.

15. Changed the floating behavior of the Survivor Rafts/Boats to have them appear more natural in mild to heavy seas. No more "heavy bobbing", leading to capsizing while the sea state is moderate. The Special Opps Raft was modified as well.

16. Speech was reworked in the specific area of “Yes Sir” to eliminate it repeating, plus reworking the length of its duration that prevented other phrases to be heard. Also eliminated most of the "shouting" of sub crewmen when circumstances arise.

17. Many new images were added/reworked to accompany the new added models, or personnel that inhabit these models.

18. Revisions to the Roster/Names.cfg to include the newly added units; plus changes made for spelling/different descriptions of units.

19. Many other tweaks were made to the units regarding “Dates” primarily to make sure the dates conform to the correct time the game expects changes to take place. Also, changes made to gun placements, traverse bearings, elevations too numerous to count were made throughout the file.

20. Changed the Captains Room "Options" Radio to have a greater highlighted image when mousing over it.

21. Corrections to the Kent and Sirtori torpedo spawn gun's where they were not hidden from view.

22. Changes made to the player subs Hydrophone/Sonar equipment and upgrades, to better have the equipment show as expected when on the sub or when offered when in-port.

23. Revisions to the "Help" and "Mouse over" text messages to better reflect information for the player.

24. Attempted to change the player subs overall performance in duration of mileage. and battery use and recharge capabilities.

25. Added the Moon to the night sky which had been eliminated by FOTRS....made it 100% smaller in size than stock.

26. Changed the color of the Crewmen "picture" that are killed on the Crew Management page to blue.

27. Added a "Watch Crew's Lounge" compartment to the players sub for keeping the Watch crew from unnecessary harm when receiving damage from depth charges. A player will need to manually move each crewman to the "Lounge" for them to stay safe. Make sure you move them back into the Watch Crew Compartment to perform their duties when surfaced.

28. The "Repair Team" compartment has been expanded to keep the Deck Gun crewmen (both main Deck Gun and AA/Flak crewmen) safe when submerged (much the same as the Watch Crew Lounge). You will be required to move the crewmen to the specific gun stations in order for the guns to fire when surfaced.


==================

The following units have been added or changed:

ADDED:

LAA_AAPlatform (Allied Anti-Aircraft Bunker with 40mm Quad Bofors)
LAA_AAPlatformJP (Japanese Anti-Aircraft Bunker with 25mm Triple Turret)
AI_Fleetboat_Static; Type=17
AI_Pigboat_Static; Type=17
AFS_E13A_Jake Floatplane
AI_Fleetboat; American; Type=17
AI_Uboat9d2; German; Type=17
JP_ShinshuMaru; Japan; Type=103
NA25Daihatsu; Japan; Type=0
NCA_SaltLakeCity, Type=19.....has Planes
NADaihatsu; Japan; Type=0
NCDaihatsu; Japan; Type=104
NCL_Isuzu (Nagara); Type=6
NCL_Katori; Type=18....has Planes
NKLMS_Ada; Type=102
NKMSS_Aden; Type=102
NKMSS_Ansyu; Type=102
NLCVA; Type=103...Higgins Landing Craft
NPT_Schnellboat, Type=0....3D model change
NSS_A1; Japan; Type=18....has Planes
NSS_AM; Japan; Type=18....has Planes
NSS_C3: Japan; Type=17
NSS_Jyunsen1; Japan; Type=17
NSS_JyunsenB; Japan; Type=18....has Planes
NSS_Kaidai4; Japan; Type=17
NSS_Ko; Japan; Type=17
NSS_Sen_Taka; Japan; Type=17
NSS_Sen_Toku_I; Japan; Type=18....has Planes


================

CHANGED:

NAuxCru; Japan; Type=18....has Planes
NBB_Alabama; American; Type=19....has Planes
NBB_Fuso; Japan; Type=19....has Planes
NBB_Ise2; Japan; Type=19....has Planes
NBB_KGeorgeV; British; Type=19....has Planes
NBB_Kongo; Japan; Type=19....has Planes
NBB_Montana; American; Type=19....has Planes
NBB_Nevada; American; Type=19....has Planes
NBB_New_Mexico; American; Type=19....has Planes
NBB_North_Carolina; American; Type=19....has Planes
NBB_Pennsylvania; American; Type=19....has Planes
NBB_Queen_Elisabeth; British; Type=19....has Planes
NBB_Tennessee; American; Type=19....has Planes
NBB_TennesseeEarly; American; Type=19....has Planes
NBB_Tirpitz; German; Type=19....has Planes
NBB_West_Virginia; American; Type=19....has Planes
NCA_Aoba; Japan; Type=19....has Planes
NCA_Baltimore; American; Type=19....has Planes
NCA_Deutschland; German; Type=19....has Planes
NCA_Lutzow; German; Type=19....has Planes
NCA_Maya; Japan; Type=19....has Planes
NCA_Myoko; Japan; Type=19....has Planes
NCA_Northampton; American; Type=19....has Planes
NCA_Pensacola; American; Type=19....has Planes
NCA_Pensacola_II; American; Type=19....has Planes
NCA_Portland; American; Type=19....has Planes
NCA_Quincy; American; Type=19....has Planes
NCA_Takao; Japan; Type=19....has Planes
NCA_Tone; Japan; Type=19....has Planes
NCL_Agano; Japan; Type=18....has Planes
NCL_Brooklyn; American; Type=18....has Planes
NCL_Cleveland; American; Type=18....has Planes
NCL_Fiji; British; Canadian; New Zealand; Type=18....has Planes
NCL_Katori; Japan; Type=18....has Planes
NCL_Kuma; Japan; Type=18....has Planes
NCL_Naka; Japan; Type=18....has Planes
NDD_Hatsuharu; Type=4....3D model change
NDD_Shiratsuyu; Type=4....3D model change
NDE_PB102; Japan; Type=0....Changed this from a Type=17
NKSS_CAT; Japan; Type=18....has Planes
NL_B; Japan; Changed Dates
NL_C; Japan; Changed Dates
NLUS_Bremen; German; Type=18....has Planes


The CV's And CVE's are corrected per s7rikeback text document.

Plus, the following mods have been added/merged:

200_Ultimate Cumulative Fix for v0.6xxx
07.02.2018 - SH Validator v2.0.6 Fixes
CrewFix for Tenders
UPCchangesFeb2018
QE_gun_fix
737pbEditsFeb2018D

The correct files have been "merged" together, the above list IS NOT the order in which they were installed.

I'm sure I've missed some things that have been modified...but that's enough to get an idea of what's different.

CapnScurvy


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100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_EN
A new adventure begins.
#4416928 - 04/19/18 05:49 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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VMIalpha454 Offline
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Thanks for the update, s7rikeback! Looking forward to giving this a go!


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4421643 - 05/19/18 08:20 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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s7rikeback Offline
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All shore leave has been cancelled... final edits being made for next release beta.

Standby for further orders...


[Linked Image]

100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_EN
A new adventure begins.
#4421665 - 05/19/18 10:49 PM Re: SH4 new mod, FOTRSU [Re: s7rikeback]  
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VMIalpha454 Offline
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Originally Posted by s7rikeback
All shore leave has been cancelled... final edits being made for next release beta.

Standby for further orders...


...And there I was sipping okolehao at the Royal Hawaiian hotel. Duty calls, salute ahoy


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4422256 - 05/23/18 02:14 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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s7rikeback Offline
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Just stirring the pot, and mixing the brew.


[Linked Image]


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100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_EN
A new adventure begins.
#4423005 - 05/27/18 11:54 PM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
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VMIalpha454 Offline
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Chattanooga, Tn
Version 0.71 has been released! Heading to download it now. Thanks for all the hard work!


"I have only two men out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold."
1stLt. Clifton B. Cates, USMC
in Belleau Wood, 19 July 1918
#4423010 - 05/28/18 12:32 AM Re: SH4 new mod, FOTRSU [Re: VMIalpha454]  
Joined: Mar 2018
Posts: 6
s7rikeback Offline
In your monitor
s7rikeback  Offline
In your monitor
Junior Member

Joined: Mar 2018
Posts: 6
New version as of 5/27/2018. Lotsa changes! 100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_E N

1. "Ultimatev0.63 Carrier_Plane Fix v0.7 Akitsu Gunz" from s7rikeback (see his README).

2. "Sb's_Cumulative_update_17May" from s7rikeback (see his README).

3. "Shinshu Maru Class Japan Transport Ship Mod" and the Daihatsu Landing Craft boats from ZUIKAKU1944. Also his NCL_Katori, and AFS_E13A_Jake Floatplane.

4. The NCL_Isuzu (Nagara) from noshiro.

5. AI Subs with Torpedoes, 9 Japanese subs whose original models came from keltos, one American Fleetboat, one German U-boat. All are considered to be “Surface Craft”, they will not submerge. More on the AI Torpedoes in #9.

6. Added two new American subs for "static" display (no visible crew/no guns to fire) for use in Harbor setups. The "AI_Fleetboat_Static" a Tambor class; and the "AI_Pigboat_Static" an S-Class boat.

7. Made new Recognition Manual pictures for the AI_Subs, and a few of the other ship units.

8. The changes made to the ship "Type" to allow for plane spawning from specific ships (see the following list), over 41 in all.

9. Changes made to the AirStrike and Sim .cfg files to have better plane activity, and to control the AA/Cannon "Range" of fire. The AA Gun "Range" change is necessary to have the AI Sub Torpedo fire correctly.

10. Correction to the Flotillas.upc file in section [Flotilla 2.Base 3], changed "AvailabilityInterval=1942-02-29" to "AvailabilityInterval=1942-02-28".

11. Updated the Data/Roster/Names.cfg file to include the newly added ship units, and renamed the following:
* Type17=Submarine
* Type18=Light Warship with Scout Planes
* Type19=Heavy Warship with Scout Planes

These new "descriptions" will be displayed in the RM under "Class:".

12. Added AI Torpedoes to 82 of the warships of different nationalities that had them as weapons. They will fire at various intervals once a target has reached the range of 1400 yards. Each ship “class” will have varying numbers of torpedoes:

* Japanese Submarines will have a total of 24 torpedoes Bow facing
* Japanese Midget Sub will have a total of 4 Bow facing
* American and German subs will have 24 torpedoes per Bow; the same to the Stern.
* PT Boat and Schnellboat will have 8 total; 4 firing to Port, 4 firing to Starboard
* Specific Heavy Cruisers, Light Cruisers, Destroyers will have a total of 17 torpedoes per side

Due to the fact that the torpedo is unable to “lead” a target, a higher number of torpedoes were required to provide a better sense of accuracy in some situations.

13. The Hatsuharu DD has been changed to be more accurately displayed, following a Shiratsuyu class model. The Shiratsuyu has been modified to use only one "Loadout" model, to appear slightly different than the Hatsuharu.

14. Changes made to the "Air" folder include the addition of the Aichi E13A Jake Floatplane. Reworked the equipment files for the IL2 Sturmovik Fighter Bomber, B24 Model H Heavy Bomber, B24 Model C Liberator to better have these planes carry weapons...as well as the Jake Floatplane.

15. The Sensor file (.sns) was reworked for many of the units (Ship/Plane) per s7rikeback's corrections.

16. Changed the floating behavior of the Survivor Rafts/Boats to have them appear more natural in mild to heavy seas. No more "heavy bobbing", leading to capsizing while the sea state is moderate. The Special Opps Raft was modified as well.

17. Speech was reworked in the specific area of “Yes Sir” to eliminate it repeating, plus reworking the length of its duration that prevented other phrases to be heard. Also eliminated most of the "shouting" of sub crewmen when circumstances arise.

18. Many new images were added/reworked to accompany the new added models, or personnel that inhabit these models.

19. Revisions to the Roster/Names.cfg to include the newly added units; plus changes made for spelling/different descriptions of units.

20. Many other tweaks were made to the units regarding “Dates” primarily to make sure the dates conform to the correct time the game expects changes to take place. Also, changes made to gun placements, traverse bearings, elevations too numerous to count were made throughout the file.

21. Changed the Captains Room "Options" Radio to have a greater highlighted image when mousing over it.

22. Corrections to the Kent and Sirtori torpedo spawn gun's where they were not hidden from view.

23. Changes made to the player subs Hydrophone/Sonar equipment and upgrades, to better have the equipment show as expected when on the sub or when offered when in-port.

24. Revisions to the "Help" and "Mouse over" text messages to better reflect information for the player.

25. Attempted to change the player subs overall performance in duration of mileage. and battery use and recharge capabilities.

26. Added the Moon to the night sky which had been eliminated by FOTRS....made it 100% smaller in size than stock.

27. Changed the color of the Crewmen "picture" that are killed on the Crew Management page to blue.

28. Added a "Watch Crew's Lounge" compartment to the players sub for keeping the Watch crew from unnecessary harm when receiving damage from depth charges. A player will need to manually move each crewman to the "Lounge" for them to stay safe. Make sure you move them back into the Watch Crew Compartment to perform their duties when surfaced.

29. The "Repair Team" compartment has been expanded to keep the Deck Gun crewmen (both main Deck Gun and AA/Flak crewmen) safe when submerged (much the same as the Watch Crew Lounge). You will be required to move the crewmen to the specific gun stations in order for the guns to fire when surfaced.

30. Units added by S7rikeback:
DDSmith=Destroyer Robert H. Smith Class
FBP40Kittyhawk=Curtiss P-40N Kittyhawk (!!!)
FBP40Tomahawk=Curtiss P-40 Tomahawk (!!!)
FBP40Flyingtiger=Curtiss P-40 Flying Tiger (!!!!)
CHGunBoat01=Gunboat Luzon Class
CHGunBoat02=Gunboat Panay Class

AND!
==================

The following units have been added or changed:

ADDED:

LAA_AAPlatform (Allied Anti-Aircraft Bunker with 40mm Quad Bofors)
LAA_AAPlatformJP (Japanese Anti-Aircraft Bunker with 25mm Triple Turret)
LAB_LargeAirBaseCH
LAB_NormalAirBaseCH.....both Chinese Air Base's
LAB_SmallAirBaseRU.....Russian Air Base

AI_Fleetboat_Static; Type=17
AI_Pigboat_Static; Type=17
AFS_E13A_Jake Floatplane
AI_Fleetboat; American; Type=17
AI_Uboat9d2; German; Type=17
JP_ShinshuMaru; Japan; Type=103
NA25Daihatsu; Japan; Type=0
NCA_SaltLakeCity, Type=19.....has Planes
NADaihatsu; Japan; Type=0
NCDaihatsu; Japan; Type=104
NCL_Isuzu (Nagara); Type=6
NCL_Katori; Type=18....has Planes
NKLMS_Ada; Type=102
NKMSS_Aden; Type=102
NKMSS_Ansyu; Type=102
NLCVA; Type=103...Higgins Landing Craft
NPT_Schnellboat, Type=0....3D model change
NSS_A1; Japan; Type=18....has Planes
NSS_AM; Japan; Type=18....has Planes
NSS_C3: Japan; Type=17
NSS_Jyunsen1; Japan; Type=17
NSS_JyunsenB; Japan; Type=18....has Planes
NSS_Kaidai4; Japan; Type=17
NSS_Ko; Japan; Type=17
NSS_Sen_Taka; Japan; Type=17
NSS_Sen_Toku_I; Japan; Type=18....has Planes
USS Robert H. Smith....DD, American
CHGunBoat01=Gunboat Luzon Class.....Chinese Nationality
CHGunBoat02=Gunboat Panay Class.....Chinese Nationality


================

CHANGED:

NAuxCru; Japan; Type=18....has Planes
NBB_Alabama; American; Type=19....has Planes
NBB_Fuso; Japan; Type=19....has Planes
NBB_Ise2; Japan; Type=19....has Planes
NBB_KGeorgeV; British; Type=19....has Planes
NBB_Kongo; Japan; Type=19....has Planes
NBB_Montana; American; Type=19....has Planes
NBB_Nevada; American; Type=19....has Planes
NBB_New_Mexico; American; Type=19....has Planes
NBB_North_Carolina; American; Type=19....has Planes
NBB_Pennsylvania; American; Type=19....has Planes
NBB_Queen_Elisabeth; British; Type=19....has Planes
NBB_Tennessee; American; Type=19....has Planes
NBB_TennesseeEarly; American; Type=19....has Planes
NBB_Tirpitz; German; Type=19....has Planes
NBB_West_Virginia; American; Type=19....has Planes
NCA_Aoba; Japan; Type=19....has Planes
NCA_Baltimore; American; Type=19....has Planes
NCA_Deutschland; German; Type=19....has Planes
NCA_Lutzow; German; Type=19....has Planes
NCA_Maya; Japan; Type=19....has Planes
NCA_Myoko; Japan; Type=19....has Planes
NCA_Northampton; American; Type=19....has Planes
NCA_Pensacola; American; Type=19....has Planes
NCA_Pensacola_II; American; Type=19....has Planes
NCA_Portland; American; Type=19....has Planes
NCA_Quincy; American; Type=19....has Planes
NCA_Takao; Japan; Type=19....has Planes
NCA_Tone; Japan; Type=19....has Planes
NCL_Agano; Japan; Type=18....has Planes
NCL_Brooklyn; American; Type=18....has Planes
NCL_Cleveland; American; Type=18....has Planes
NCL_Fiji; British; Canadian; New Zealand; Type=18....has Planes
NCL_Katori; Japan; Type=18....has Planes
NCL_Kuma; Japan; Type=18....has Planes
NCL_Naka; Japan; Type=18....has Planes
NDD_Hatsuharu; Type=4....3D model change
NDD_MomiII; Type=109.....3D model change from the Momi DD
NDD_Shiratsuyu; Type=4....3D model change
NDE_PB102; Japan; Type=0....Changed this from a Type=17
NKSS_CAT; Japan; Type=18....has Planes
NL_B; Japan; Changed Dates
NL_C; Japan; Changed Dates
NLUS_Bremen; German; Type=18....has Planes


The CV's And CVE's are corrected per s7rikeback text document.

Plus, the following mods have been added/merged:

200_Ultimate Cumulative Fix for v0.6xxx
07.02.2018 - SH Validator v2.0.6 Fixes
CrewFix for Tenders
UPCchangesFeb2018
QE_gun_fix
738_FotRSUv0.7xCampaignH
10_Cumulative Fix
Ultimatev0.63 Carrier_Plane Fix v0.7 Akitsu Gunz
Sb's_Cumulative_update_17May

And we're on hold for planned AI changes. CapnScurvy hit us a long time ago with the "unexpected" news that FOTRSU was way too tough to reflect the real situation in the war. We were all shocked (not) and listened long enough to see that he can take this mod in a direction that only Real Fleet Boat tried before, but without great success. The sensors are mocking us, so stand by. This is impossible, so it'll take a bit.

Also, propbeanie is working on campaign changes that you'll really like. See all those ships above that have torpedoes and planes? Brace for action!

When you install v0.71 unfortunately the only safe way to proceed is to not use previous savegames. Please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall and reinstall SH4. As always, documentation is available in the root and Data folders.

Whew! That's all for now folks!

Head over to Get your update here

Remember folks, you need a complete fresh SH4 install - fully patched, with the document folder clear of all SH4 data.


[Linked Image]

100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_EN
A new adventure begins.
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